Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.5.10

Addons

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Items Vault 1.5.0

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Possessor Bonus Class 1.5.4

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Effective talent level: 0.0Use mode: PassiveDescription: You revel in the death of your foes, regaining 0.0 stamina with each death you cause.

Unending Frenzy

0/5

Celestial / Crusader

1.30

Effective talent level: 2.6Use mode: ActivatedPositive energy gain: 8.8Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You strike your foe with your two handed weapon, dealing 197% weapon damage.
If the attack hits, all foes in radius 2 will have their light resistance reduced by 12% and their damage reduced by 7% for 5 turns.

Absorption Strike

2/5

Effective talent level: 1.3Use mode: ActivatedPositive energy cost: 25Range: 5Cooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: You mark a target with light for 5 turns, causing all melee hits you deal to it to heal you for 19% of the damage done.

Effective talent level: 1.3Use mode: SustainedSustain positive energy cost: 10Range: 10Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Infuse your weapon with the power of the Sun, adding 12.3 light damage on each melee hit.
Additionally, if you have a temporary damage shield active, melee attacks will increase its power by 6.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
The damage dealt and shield bonus will increase with your Spellpower.

Weapon of Light

1/5

Effective talent level: 1.3Use mode: ActivatedPositive energy cost: 18.8Range: 7Cooldown: 6Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: In a pure display of power, you project a ranged melee attack, doing 146% weapon damage.
If the target is outside of melee range, you have a chance to project a second attack against it for 63% weapon damage.
The second strike chance (which increases with distance) is 10.0% at range 2 and 29.3% at the maximum range of 7.
The range will increase with your Strength.

Effective talent level: 3.9Use mode: ActivatedPositive energy gain: 20Range: 7Cooldown: 9Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Calls forth a ray of light from the Sun, doing 103.7 Light damage to the target.
At level 3 the ray will be so intense it will also blind the target and everyone in a radius 2 around it for 3 turns.
The damage dealt will increase with your Spellpower.

Sun Ray

3/5

Effective talent level: 2.6Use mode: ActivatedPositive energy gain: 25Range: 8Cooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A path of sunlight appears in front of you for 5 turns. All foes standing inside take 21.4 Light damage per turn.
While standing in the path, your movement takes no time and can not trigger traps.
The damage done will increase with your Spellpower.

Path of the Sun

2/5

Effective talent level: 3.9Use mode: PassiveDescription: Infuse yourself with the raging fury of the Sun, increasing your physical and spell critical chance by 8%.
Each time you crit with a physical attack or a spell you have 70% chance to gain Sun's Vengeance for 2 turns.
While affected by Sun's Vengeance, your Sun Ray will take no time to use and will deal 25% more damage.
If Sun Ray was on cooldown, the remaining turns are reduced by one instead.
This effect can only happen once per turn.

Sun's Vengeance

3/5

Effective talent level: 0.0Use mode: ActivatedPositive energy gain: 18.8Range: 10Fixed Cooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You wrap yourself in a cloak of sunlight that empowers your magic and protects you for 6 turns.
While the cloak is active, your spell casting speed is increased by 1%, your spell cooldowns are reduced by -2%, and you cannot take more than 98% of your maximum life from a single blow.
The effects will increase with your Spellpower.

Suncloak

0/5

Technique / Shield offense

1.10

Effective talent level: 0.0Use mode: ActivatedStamina cost: 10Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Shield (120% of a turn)Description: Hits the target with two shield strikes, doing 100% and 120% shield damage. If it hits a second time, it stuns the target for 1 turns.
The stun chance increases with your Accuracy and your Strength.

Shield Pummel

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Improves your ability to perform counterstrikes after blocks in the following ways:
Allows counterstrikes after incomplete blocks.
Increases the duration of the counterstrike debuff on attackers by 0 turn.
Increases the number of counterstrikes you can perform on a target while they're vulnerable by 0.
Increases the crit chance of counterstrikes by 10%. This increase scales with your Dexterity.

Effective talent level: 1.1Use mode: ActivatedStamina cost: 20Range: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 122% weapon damage.
If you failed to move the damage is instead 61%.

Fearless Cleave

1/5

Effective talent level: 1.1Use mode: ActivatedStamina cost: 37.5Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Spin around, extending your weapon and damaging all targets around you for 173% weapon damage.
At level 3 all damage done will also make the targets bleed for an additional 33% damage over 5 turns

Death Dance

1/5

Effective talent level: 1.1Use mode: ActivatedStamina cost: 31.3Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Takes advantage of a wounded foe to perform a killing strike. This attack is an automatic critical hit that does 1.1% extra weapon damage for each % of life the target is below maximum.
(A victim with 30% remaining life (70% damaged) would take 176.2% weapon damage.)

Effective talent level: 1.3Use mode: ActivatedPositive energy gain: 25Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A magical zone of Sunlight appears around you, healing and shielding all within a radius of 2 for 12.21 per turn and increasing healing effects on everyone within by 20%. The effect lasts for 4 turns.
Existing damage shields will be added to instead of overwritten and have their duration set to 2 if it isn't higher.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
It also lights up the affected area.
The amount healed will increase with the Magic stat

Bathe in Light

1/5

Effective talent level: 0.0Use mode: ActivatedPositive energy gain: 25Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A protective shield forms around you that lasts for up to 10 turns and negates 19 damage.
The total damage the barrier can absorb will increase with your Spellpower.

Barrier

0/5

Effective talent level: 0.0Use mode: ActivatedPositive energy gain: 25Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Places you under the protection of a ray of sunlight. For 0 turns, the light removes a single negative effect from you every turn.

Providence

0/5

Celestial / Chants

1.30

Effective talent level: 1.3Use mode: PassiveDescription: You have learned to sing the praises of the Sun, in the form of three defensive Chants.
Chant of Fortitute: Increases your mental save by 12 and maximum life by 11%.
Chant of Fortress: Increases your physical save by 12, your physical resistance by 5%, your armour by 5 and your armour hardiness by 10%.
Chant of Resistance: Increases you spell save by 12, your fire/cold/lightning/acid resistances by 7% and reduces all damage that comes from distant enemies (3 spaces or more) by -16%.
You may only have one Chant active at a time.

Chant Acolyte

1/5

Effective talent level: 1.3Use mode: PassiveDescription: Your Chants now bathe you in a cloak of light, which increases your stamina and mana regenerations by 0.43 per turn and does 10.80 light damage to anyone who hits you in melee.
These values scale with your Spellpower.

Chant Illuminate

1/5

Effective talent level: 2.6Use mode: PassiveDescription: Your skill at Chanting now extends the cloak of light, increasing your light radius by 1.
Also, when you start a new Chant, you will be cured of all cross-tier effects and cured of up to 1 debuffs.
Chant of Fortitude cures mental effects.
Chant of Fortress cures physical effects.
Chant of Resistance cures magical effects.

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 46Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Call upon the grace of the Eternals to increase your general speed by 25% for 5 turns.
The speed bonus will increase with your Dexterity or Magic (whichever is higher).

Grace of the Eternals

1/5

Effective talent level: 1.0Use mode: PassiveDescription: Reality bends slightly in the presence of a Shaloren, due to their inherent magical nature.
Increases critical chance by 3% and critical strike power by 5%.

Magic of the Eternals

1/5

Effective talent level: 0.0Use mode: SustainedRange: melee/personalCooldown: 61Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: As the only immortal race of Eyal, Shaloren have learnt, over the long years, to use their innate inner magic to protect themselves.
12% chance to become invisible (power 16) for 5 turns, when hit by a blow doing at least 10% of their total life.

Secrets of the Eternals

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalFixed Cooldown: 50Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: The world grows old as you stand through the ages. To you, time is different.
Reduces the time remaining on detrimental effects by 2, most cooling down talents by 1, and increases the time remaining on beneficial effects by 1 (up to 2 times the current duration).

Effective talent level: 3.3Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 9, Armour hardiness by 47%, and reduces the chance melee or ranged attacks critically hit you by 13% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

3/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 5.5Use mode: PassiveDescription: Increases Physical Power by 55, and increases weapon damage by 52% when using swords, axes or maces.

Weapons Mastery

5/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Effects

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul.
As a reward you improved talent Premonition (+1 level(s)).

Escort: injured seer (level 1 of Ruins of Kor'Pul)

done

You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire.
As a reward you improved Magic by +2.

Escort: lone alchemist (level 3 of Trollmire)

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late.
Locate and destroy the invaders' portal.* You have destroyed the naga portal. The invasion is stopped.* However, you were teleported to a distant land. You must find a way back to the Gates of Morning.

Serpentine Invaders

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.

Storming the city

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.'

The Brotherhood of Alchemists

active

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
4 lumberjacks have died.

The beast within

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.

Prox's Lucky Halfling Foot

On fingers

Wheel of Fate
Powered by arcane forces0.10 Encumbrance.

[Unique]
Type: jewelry / ring ; tier 1

When wielded/worn:Effects on melee hit:
* 15% chance to daze at end of turn
Changes stats: +5 Wil
Changes resistances penetration: +10% blight
Mental save: +11 (+5 eff.)
Blindness immunity: +21%
Confusion immunity: +23%
Mana each turn: +0.04
Spellpower on spell critical (stacks up to 3 times): +6
Infravision radius: +4
See stealth: +6
See invisible: +7Can be unequipped or rerolled.It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1.

"This isn't what I wished for!" - Howar Muransk, Cornac demonologist.

This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 8.
Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.

Eremagorn the Lightningwilter

Scrying Orb
Powered by unknown forces1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:

This orb will automatically identify items you find.

Scrying Orb

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises.

Achievements

Level 10 (Madness (Roguelike) difficulty)Got a character to level 10.
By Ahth the Shalore Sun Paladin level 1078th Pyre 122nd year of Ascendancy at 01:44see stats

Lost in translation (Madness (Roguelike) difficulty)Destroyed the naga portal in the slazish fens and got caught in the after-effect.
By Ahth the Shalore Sun Paladin level 977th Pyre 122nd year of Ascendancy at 19:25see stats

Rescuer of the lost (Madness (Roguelike) difficulty)Rescued the merchant from the assassin lord.
By Ahth the Shalore Sun Paladin level 1749th Dusk 122nd year of Ascendancy at 04:31see stats